diff options
author | Silas Bartha <[email protected]> | 2024-11-24 18:20:03 -0500 |
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committer | Silas Bartha <[email protected]> | 2024-11-24 18:20:03 -0500 |
commit | afa8cad4cf778673633f95885f5da095ba96039f (patch) | |
tree | 504bd03f521e6ff168a90822bfe7c2ffe85fba13 /assets |
Initial Commit
Diffstat (limited to 'assets')
-rw-r--r-- | assets/shaders/blacklight_material.wgsl | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/assets/shaders/blacklight_material.wgsl b/assets/shaders/blacklight_material.wgsl new file mode 100644 index 0000000..8807404 --- /dev/null +++ b/assets/shaders/blacklight_material.wgsl @@ -0,0 +1,45 @@ +#import bevy_pbr::forward_io::VertexOutput; + +struct BlackLight { + position: vec3<f32>, + direction: vec3<f32>, + color: vec4<f32>, + range: f32, + radius: f32, +} + +@group(2) @binding(0) var<storage> lights: array<BlackLight>; +@group(2) @binding(1) var base_texture: texture_2d<f32>; +@group(2) @binding(2) var base_sampler: sampler; + +@fragment +fn fragment( + in: VertexOutput, +) -> @location(0) vec4<f32> { + let base_color = textureSample(base_texture, base_sampler, in.uv); + var final_color = vec4f(0.0, 0.0, 0.0, 0.0); + for (var i = u32(0); i < arrayLength(&lights); i = i+1) { + let light = lights[i]; + let light_distance_squared = distance_squared(in.world_position.xyz, light.position); + let light_arccosine = abs(acos(dot(normalize(light.direction), normalize(in.world_position.xyz - light.position)))) * radians(180.0); + final_color = saturate(final_color + base_color * (inverse_falloff_radius(light_distance_squared / (light.range * light.range), 0.5) * inverse_falloff_radius(light_arccosine, 0.9))); + } + return final_color; +} + +fn distance_squared(a: vec3f, b: vec3f) -> f32 { + return pow(a.x - b.x, 2.0) + pow(a.y - b.y, 2.0) + pow(a.z - b.z, 2.0); +} + +fn inverse_falloff(factor: f32) -> f32 { + let squared = factor * factor; + return (1.0 - squared) / (10 * squared + 1.0); +} + +fn inverse_falloff_radius(factor: f32, radius: f32) -> f32 { + if factor < radius { + return 1.0; + } else { + return inverse_falloff((factor - radius) / (1.0 - radius)); + } +} |